When do NetworkViews synchronize during frame?

I am working on an authoritative-server / predictive-client multiplayer game. For the sake of the integrity of my entity/input snapshots I’d like to know when I can expect data to be entering or leaving through the use of OnSerializeNetworkView().

The following link has a pretty well detailed map for the order of execution but fails to mention anything about network synchronization.
http://docs.unity3d.com/Documentation/Manual/ExecutionOrder.html
Heck, while I’m at it, what about RPCs?

Up !
I have the same question. I am working on a client/server multi-displays and multi computers system with Unity Network and this is not very clear when the RPCs and state synchros are sent in the loop.
And, as well, is there a way to have a callback called at some point (end of all RPCs and states sends) ?